Admins should be able to find the required funds on the {SU}Portland. If not they can find the difference on the {SU}Karma.Inamorta.
This is the proposal for the re-formation of the SLAVERS UNION a former faction from late 4.83 / Early 4.84 that was dedicated to the unlawful trade of slavery. All members are encouraged to comment on this new draft of the union and we will answer the best we can.
*Note* Officially the slavers union currently only has 3 members. We have had other community members express interest in the Union but we have asked them to hold off until we were able to make this document public. We will make periodic updates about our roster as they become available.
Few people choose to live out in the Edge Worlds and for those who do, resources are scarce and must be taken by whatever means necessary. Although the Houses of Sirius have officially outlawed slavery, organizations living out on the fringe of space and civilization depend upon the purchase and sale of other human beings.
Although the act of slavery goes against the ideologies of many criminal organizations, it has become an accepted portion of unlawful life. Any time a group of criminals requires manpower or skilled trades that cannot be provided by their own members, these organizations often resort to slaves to fill the gap. This allows slavers to enjoy uneasy neutrality with the other criminal elements of Sirius, but this does not make them immune to piracy. Many pirate bands would rather steal than pay for anything without good reason.
This “take what you can” attitude combined with the expanding authority of the houses caused the formation of the Slavers Union. This new organization is a collection of older slavers who decide upon prices, work out contracts, and organize raids. Any person caught smuggling or capturing slaves without the blessing of the Union is either captured and sold or executed.
Operations
Tag and ID: Freelancer tag / Slaver ID Special ID: Pirate ID
The Slavers Union does not discriminate between people based upon their race or ideology. Anyone who is unable to protect themselves and can be forced into service is considered a perfectly acceptable target. Although slavers are vultures by nature, they are not indiscriminate. When raiding a transport, slavers will sort the passengers by physical health, profession and appearance. Only those who have the ability to provide a profitable service are taken captive. There is little demand for overweight, upper middle class, office drones. Although if a transport is devoid of valuable persons some slavers have been know to break such individuals down into their parts and traffic in human organs.
While our ships are primarily equipped to handle unwilling human passengers members of the Union need to prepared to handle any type of cargo. Since most slavers can expect to be paid goods rather than cold hard credits, all slavers need to acutely aware of what the other criminals of Sirius require. However, the essence of our success is based on the exclusivity of our trade. No Union should forget what their primary occupation is and are encouraged to raid any passenger unlikely enough to cross paths with them.
Naming Conventions
The Slavers Union has developed a reputation for unique names our vessels use. The Union encourages names that contain irony, hedonism, double meanings or one that can be considered sacrilegious. All names must first be approved by faction leadership. The union does not like to stifle creativity, but our naming conventions walk a thin line between amusing and possibly offensive.
Fighters / Freighters: {SU}First.Lastt or {SU}"Nickname"
Example: {SU}Seth.Driskill
Example: {SU}"Whiplash.Sally"
Transports / Liners / Gunships: {SU}Ship.Name
Example: {SU}Gentleman's.Dancer
Union Membership Benefits
Access to information on highly researched & perfected trade circuits!
Access to the Slavers Union Database on known liners and passenger haulers. (Currently being built!)
Faction provided funds for Bounty Contracts to ensure revenge upon those who hurt your business!
Independent Slavers beware! We are the UNION and you will join us or feel the wrath of our raiders!
And much more!
Organization
Allotment Points
Any slaver claim membership to the Slavers Union, but only those who contribute may reap the benefits. Allotment points are the Union's way of tracking the input made by members. Points are awarded for a variety of services and may be spent on Union admin services, ship clearance or are required for a membership upgrade. Members can track their allotments points via the Roster Chart
All members of the Slavers Union must earn at least 5000 allotment per month. If a months quota is not met, then the member will loose points from their pool equal to the amount missed. When the pool gains a negative balance, the member has 2 weeks to correct it or be removed from the faction. Only members who inform all of the Bosses of a prolonged absence will be exempt. Allotment can be earned through any of the following methods.
Allotments points can be earned by:
Obtaining intelligence on a New Liner ( 250 points)
Successfully raiding a vessel
Raiding a Liner (1000 points)
Raiding a civilian passenger transport (250 points)
Raiding a non-union Slaver (500 points)
Recruiting a new member (500 points)
Donating Credits to the faction (1 point for every 1000 credits)
Providing new slaves by collecting pilots (See List)
Donating needed equipment to the armory (See list) WIP!
Allotment points can be spent on:
Upgrade to full membership (see title requirements)
Purchasing equipment from the armory (varies, see list) WIP!
Upgrading to the rank of Raider Captain. (50,000 points)
Gaining permission for one character to use a ship not on the faction ship list. (Admin approval may be required)
Non-faction fighter / bomber (7,500 points)
Non-Faction freighter / transport (15,000 points)
Non-Faction Gunships (30,000 points)
Conversion into credits (1 point for every 750 credits)
Rank Structure
The reformed Slavers Union strives to be a simple organization so that it may constantly remain adaptive and functional. There are several titles within the Union but are mostly job descriptions and are fairly informal. The chain of command is determined by seniority, however most cases of leadership a solved by the member who has earned the greatest respect of their peers.
Greenhorns
Greenhorns are the most recent members of the Union, who often start off with nothing. They are given enough money from the Union to buy a freighter or fighter to begin their unlawful careers. Any further ships must be purchased by the green horn. This title also applies to more established Captains who may also join the union.
All Green Horns are considered to be under probation for the first 3 weeks of membership, or until they fill a monthly quota, whichever comes first. This means that in that time frame they cannot redeem any allotment points, however they may still earn them. Once a character has graduated from the greenhorn rank, they must whether or not they wish to be considered a Raider or a Captain.
Raiders
The role of Raider may not be as flashy as the Captains who command the Slave Liners, but these bully's are crucial to the entire organization. These pilots are responsible almost 70% of slave acquisition in the Union and often called upon to bring rival slavers into the fold. Members playing a Raider will find it more difficult than captains to meet their monthly quotas.
All Raiders earn an 250 extra Allotment points when raiding a vessel or when they donate 100 pilots of the same type, they also pay 25% less allotment for weapons from the faction bank. Raiders are limited using smaller vessels (Freighters, Fighters & Bombers), however a raider may choose to become a Captain if they purchase a suitable trade vessel. Doing so will remove their Raider bonus.
Captains
The Captains are the backbone of the organization who trade with Union business partners and control the majority of the credits. Each is the master of his own transport ship. Many senior captains claim scrapped liners and convert them into fearsome slave ships that strike fear into most space faring citizens.
Raider Captains
With OSC constantly upgrading the defensive capabilities of their liners, some raiders have decided to recruit crews and pick up something with more firepower. Some Raider Captains opt for heavily armed trade ships, while others prefer gunships. Raider Captains are considered to have the best of both worlds since they can trade and receive considerable bonuses from being a raider. As such normal Raiders or Captains wishing to attain this rank must spend 50,000 allotment points.
A raider captain uses the Pirate ID rather than a Slaver ID so that they may use the Gunship class vessel, but they are required by the faction to follow the guidelines of the Slaver ID instead, except where the two ID's contradict each other. (May only demand human cargoes, but cannot land on a lawful base not matter the value of slaves.)
Union Boss
There are 3 leaders of the Slavers Union who have the direct authority over faction administration. Because all Union members are considered equals, the Boss and his under bosses must discuss all matters of diplomacy with the other Captains and Raiders. All Bosses are given authority over a situation when present and must be respected, even if it is only be-grudgingly.
**Leaders are required to obey the Allotment point system when accessing faction resources.**
Current Members and Characters
For a complete dossier on all Slavers Union members and their characters please consult this Roster Chart.
Equipment of the Union
Weaponry
The Slavers Union currently relies upon the use of weapon manufactured on the civilian market or rare experimental weapons nicknamed 'CODES'. Since weapons made commonly available to civilians are often lacking or mismatched many members may use other weapons made available by the other unlawful factions of Sirius. However to use a weapon manufactured by another organization the member must deal directly with a member of that factions official representative's for the purchase. (Officially recognized player faction member) In addition a receipt of the transaction must be presented for administrative purposes. (Screenshot of transfer screen). Union members are reminded that some groups may choose to take offense to the presence of their enemies’ equipment on your ship. As such a member may not mix gear from different factions, other than civilian.
Ships
Despite the wealth of the Slavers Union, most members are unable to purchase the newest ships and must instead rely upon beat up older vessels. Currently raiders within the Slavers Union prefer to field Z series craft purchased through contacts within the Rogues and Mollies. Although most of these ships are previously owned, they have been refitted over time to be some of the most potent piracy craft in Sirius.
The successful trader captains tend to gravitate towards the reliability of larger refurbished liners. However despite inherent liner advantages like a bigger power plant, re-enforced armor, or large scale life support systems built in, liners are large and very clumsy. Some captains prefer more nimble vessels, so a variety of lighter transports are available. A Union trader could theoretically operate any one of Sirius many civilian mid-bulk transports. However, any vessel that relies upon cargo pods that are not integrated with the hull should not be used as slave transports. The insecurity of these pods puts a slavers cargo at un-needed risk.
Z - Series Craft are:
Z-6150 "Bactrian"
Z-9000 "Barghest"
Z-2010 "Bloodhound"
Z-4800 "Greyhound"
Z-5500 "Hyena"
Z -1138 "Mule"
Z-5900 "Werewolf"
Z-3005 "Wolfhound"
Gunships (Raider Captains only)
RA-4 Liberty Rogue Gunboat
Other Freighters
Combat Service Freighter (CSF)
Series YX "Dromedary"
Encouraged Transports / Liners
03-K64 "Firefly"
ZT-7600 Pirate Transport
ZT-8400 Pirate Train
Series "DL" Border Worlds Transport
DSE Prison Liner
TTR-1130 "Pilgrim" Slave Liner
Discouraged Vessels
All Civilian Trains
CT-49X "Gull" Civilian Transport
CT-39X "Albatross" Civilian Transport
Diplomacy
The Union must maintain a multitude of discrete relations in order to function. Although slavery is both profitable and an accepted necessity is some places, slaver service providers are rarely trusted. Slavers can expect to have many enemies, few allies, and business partners who turn on them to save face. The following section will detail the more important relationships of the Slavers Union. For a complete listing of all relations please consult this Diplomacy chart.
Bretonia
The Mollies of Bretonia have taken a very proactive approach in their dislike for slavery. Rather than alienate themselves from their Outcast allies and denying their organization of the Unions services, the Mollies have setup a contract to purchase slaves rather than attack our transports and liberate them. This contract allows the slavers docking on all Molly bases and gives us the ability to front their goods, namely the gold they mine. All slaves taken to Garvagh Mining Complex are offered a choice when they are purchased by the foremen. The slave can either agree to work for repayment of its purchase and eventually regain their freedom, or they are left aboard the transport.
The Slavers Union has likewise struck an accord with the Gaians that allow civil relations, even if the words we share are not. In exchange for docking on their stations, Union vessels agree not to raid Orbital Spa and Cruise vessels inside the Edinburgh system. This not done because of any love for the corporation on the Gaians part, but rather they fear an increase in security over the threat we pose. Despite being at war with OSC for a long time, the corporation doesn't feel nearly as threatened by them as they do us. The other factions of Bretonia are not nearly as pragmatic as the Gaians or Mollies. Slavers should not expect a warm welcome from any of the government organizations or corporations.
Kusari
Indentured servitude is deeply entrenched within Kusari heritage and culture. The means that house has its own internal market but it is deeply entrenched in tradition. At the fore front of that tradition is the Hogosha, the self proclaim guardians of Kusari's underworld. Any slavers Union vessel wishing to operate within Kusari's borders would be wise to first seek formal permission. In addition to the iron clad grip of the Hogosha on Kusari's underworld, the more liberally minded Golden Chrysanthemums and their honor bound allies blood dragons could pose a significant problem threat to operations. Only Union relation with Outcast, a mutual ally prevent these groups from outright hunting down our vessels.
Liberty
The house of Liberty strife with corruption of all forms and is a large scale supplier of slaves. Many laws in Liberty have been designed to increase the number of arrests that can be made by Liberty Police Incorporated to help supply Liberty's internal prisoner work force. In addition to creating a low cost work force these laws have given the politicians of Liberty considerably popularity. However these laws have become a victim of their own success with many of the lower class citizens being arrested for minor infractions creating a massive explosion in prison population.
Rather than back off on arrests the lose profit and the support of politicians, LPI has been slowly filtering inmates onto the black market. In exchange for helping to front LPI's slaves, select leaders of the Liberty Rogues and Junkers are given limited clemency by LPI's upper management. This is not however a carte blanche for Junkers and Rogues to do as they please and both organizations have frequently sold members of their own organizations who have foolishly gotten themselves arrested and subsequently enslaved. The Liberty Navy and the Liberty Security force have both been making passing attempts to crack down on the slave trade within Liberty but LPI has been carefully orchestrating intelligence to keep both groups more preoccupied with other concerns.
Rheinland
The once great industrial giant of Daumann has been unable to stay competitive. Since the end of the first Nomad war the corporation of Daumann has been hit with hard times, due to many changes to Rheinland. New socialist labor laws have Daumann facilities prohibitively costly to upgrade to proper safety conditions, and the corporation likewise cannot afford to shut them down. As such Daumann has entered into underground contracts with many slavery operations to supply the work force for Solarius station and several of the Military Vehicle production facilities on Nuremberg. Officially listed as a prisoner work force the slaves under Daumann's employ work extremely long shifts under the most dangerous conditions in Sirius.
The Union vessels deciding to trade with Daumann do so at great risk. Although Rheinland authorities do not enjoy the presence of slavers, its criminal elements pose the greatest danger. Despite the fact that many of the Red Hessians and Unioners have allowed their ideals become twisted enough to make them Liberty politicians, they and the more politically active LWB and Bundscuch movements have been trying to expose Daumann's corruption. The more slaver transports they intercept the greater their public exposure becomes improving the political strength of all the groups and serving as a critical tool for recruitment. The LWB operate a rehabilitation center on their new Kaiserslautern Depot where liberated slaves are regularly dropped off and picked up by the various pirate groups.
Although the Rheinland the government is aware of Daumann's activities, the start of the war with Liberty has put them in a difficult spot. If Daumann's actions were exposed the corporation would collapse and put the Rheinland industrial sector into disarray. Since any further weakness in Rheinland's economy would give Liberty the ability to conquer Rheinland without a shot fired, slaver vessels are not actively hunted. However pirate factions within Rheinland are creating strong anti-slavery sympathy among the citizens. Any slaver dumb enough to be caught in public view is destroyed to and broadcasted to the media to help gain public support back towards the Government.
Orbital Spa & Cruise
The Orbital Spa & Cruise Corporation is largest passenger transfer and vacation service in the entire Sirius sector. To the Slavers Union the name is the biggest bullseye a captain could ever paint onto their hull. Unlike normal inter house transports, OSC liners are well know to break away from the safe trade lanes in order to take their passengers to the various tourist attractions of Sirius. A typical Liner passenger manifest contains anything a slaver may need to turn a profit, ferrying educated professionals and middle class workers alike. The rewards of a liner will not come easy however. These ships are strongly fortified, and as Union raider’s success grows luxury liners are regularly escorted. As part of membership all Union slavers will have access to a faction funded database of liners and their known configurations to help aid in raiding success.
The Outcasts
The Orange Dream is central to the power base and beliefs of the Outcasts. Every measure is taken to ensure that the cardamine flows and remains potent. Unfortunately among the many benefits of this drug there does lay a weakness, a low reproductive rate. With so few outcasts and their numbers steadily shrinking, native Maltans no longer have ability (or desire) to tend to the vast fields of cardi-grass. This massive gap in their own workforce has made the Outcasts the Slavers Union's best customers. Comprising over 50% of the slave market has made the Outcasts necessary allies to any slaver and the Slavers Union in particular.
The Corsairs
Union operators are reminded that as a whole the Corsairs do not trust the Union because of its well known connection with Outcasts, and are cautioned not provoke them. Despite their high mortality rates the Corsairs are burdened with over population and cannot feed their citizens. These conditions made the Elders make the purchasing of slaves against the Corsairs few laws. However, the Corsairs regularly trade with Union in everything but slaves and are more than willing to take resources that the Union has acquired from their enemies.
The Junkers
If it is illegal the Junkers have their paws in it. The Junkers form the perfect middle man organization for trading goods, services and information. The Slavers Unions relationship is probably on of their most important. Without Junker markets the Union would be unable to find buyers for the variety of illicit materials that a Union member can expect to be paid in. Despite this almost symbiotic relationship, not all Junkers enjoy immunity from the greed of the Slavers Union. Only members of the Junker ruling body, the Junker Congress, are protected by the Union. Any non congress Junkers may be raided at the without impunity, however the 15k cease fire agreement around all Junker stations must be observed.
The Zoners
Normally Union raiders prefer to prey upon ships travelling in the border worlds but they have been known to hit small edge world outposts as well. Zoners are one of the few lawful groups outside of house space that are not considered targets. In exchange for overlooking the Slaver Unions business and providing docking facilities, Freeports are left alone. However, some uncharacteristic and politically motivated Zoners have taken an unhealthy interest in Union activities. (See the Zoners Abolishing Slavery)
Union Membership
Joining
For those interested in joining the Slavers Union you will need to fill out and file the following form. A leader from the Union will return your message ASAP.
Slavers are unique characters for role playing. Although slavery has gone through many stages of legality throughout history, the slavers themselves have always been despised or at the very least distrusted. Their choice in profession inspires both fear and repulsion, which makes anyone wonder what kind of person a slaver must be. This quick guide will list some questions that any player wishing to RP a slaver should be able to answer about their character.
The Character
Slavers treat other humans as property. Slave traders can go see many faces and shunt them all off to do another's bidding all for his / her own profit. This means that the first question you musk ask about your slaver is, "What has made them so emotionally distant from the human condition?" Consider the slavers past life before taking on this new role. What things could a person have seen or done to create this kind of detachment. Also consider what type of personality would have resulted from these events. While brutality and derangements are natural side effects, basing your character upon these things alone will make them hard to visualize, and could leave your RP a little shallow.
The Crew
The foundation behind the Slavers Union is that slavery as business cannot reap its full potential without the assistance of others. Even for those who do not become part of the Union, things like enslaving a full sized Luxury Liner cannot be done by any one person. Unless your character is only out for small gain with a fighter or freighter, they are going to need a crew to raid and operate their ship. When creating a crew you will want to think about the personality of your main character. What kinds of personalities would he /she be good at commanding? What kind of personalities would conflict with them? Would it actually be possible for your character to keep the bonds of a crew together? Is their any discontent about your leadership? And how does your character deal with it when it happens? Answer these and when you have to write a role play story your crew won't feel like they are all "Red Shirts".
The Ship
I consider this the most fun! What is your ship like? The slave liner info card implies a bit of the history, but just like a car a ship will take characteristics of its captain and crew. Think about the vessels history, when it was built, what it was built to do originally, when it may have been renamed or re purposed. Answering those questions will make it easier to answer how the ship came into your characters possession. After that you will want to flesh out what it is like on board now. Some slavers like opulence and keep tidy ships with carpeting and gold trim, other ships may be Junker specials with blaster scars, missing deck plates and cables criss-crossing the corridors. Remember to be creative, because your ship is character too!
Repping a Slaver
Repping a slaver is fairly easy but it is time consuming. This quick guide will cover how to rep character based on the slavers union's requirements. Independent slavers my wish to have different reps so they may or may not find this informative.
Mount a recruit ID and begin taking Junkers missions against bounty hunters. Only fight bounty hunters for now.
Keep fighting Bounty Hunters until you have a Junker IFF and the hunters are hostile. To gain a neutral rep with guard factions you might have to do this for a long time. Destroy base mission where killing the NPCs is optional are the best because the NPCs will keep spawning until you destroy the installation. NPCs killed during a mission have a greater effect on your rep than the number of missions you complete.
If LPI becomes hostile because of killing Bounty Hunters, take Junker missions against Xenos. Nobody likes a Xeno so that should fix your LPI rep without costing you in the places where you need it. Don't raise the LPI rep past the lower to mid neutral position.
Fly your ship to Junker base that sells a Slaver ID, purchase it and mount it. Now begin to take Junker missions and abort them to remove the Junker tag you have picked up. Then go to Barrier Gate Station and get a double Freelancer bribe. Now you are perfectly repped to play an unlawfully neutral slaver!
//I sent in an application, i was in the old SU some time ago.
On another note
If accepted i think i can rewrite the erros on this for you, i'm pretty good at it myself you can just view a few of the things i wrote around here, short habit of mine.
Other than that, proposal looks good, and good luck.
Thanks Kevin! Were are glad to have you back. Last time the SU's collapse was the result of poor organization and or lack of time (Things took allot longer anyway because we had to track info down left right and center)
And thanks as well to the other applicants, the numbers entries I found this mourning surprised me! You will all be receiving a PM shortly. In addition feedback provided from those applications has lead to the re-write of a few application questions. Those of you who will need to re-send will find out in your PM.
ive never really seen you people in action. Do you people attack other transports to RPly take their occupants? It would be awesome...
But mostly I feel you people merely run smuggler route... never seen any of you talk, thats what. Just... another smuggling faction.
Heh good to see you guys coming back. Always good to see a SU liner you can sell your captured pilots to.
I remember when I first joined the server flying my Rhino after a mission. I saw a SU tagged Prison Liner above NY. Gave me Cardimine for my captured Pirate pilots.
Although the NPCs scanned me and killed me after you gave it to me. :(
Things look quite good to me. I noticed a couple things. On the diplomacy chart, you keep spelling business as "buisness".
That being said, I'm not sure the IMG would be neutral. Personally, I'd see them more of a yellow on that chart, unless there's been more dealings that I'm not privy to.
And on a non-helpful not, the Gaian quote is Rich New London pansies just looking for a reason to shoot at things. Seth Driskill, but it seems it'd be far more likely for them to be Cambridge pansies (but without the pansy part:P).
Very interesting.
I've been avoiding reading this through because i found it difficult to imagine how a slaver faction would be very deep, but i was wrong in assuming that. This is much more complex than i imagined it could be and i'd like to give a few liner-loads of human Kudos the individual(s) who thought it up.
This has inspired me to create an indie slaver and see how it is, after which i will definitely and seriously consider joining the Slavers Union.
I've been looking and working on multiple projects for a while, some of which i abandoned before they left my brain and others that i gave up due to other things, like the release of 4.85 Beta.
This may just work out and fill that slot...
I look forward to dodging your pilots on the slave routes.
Impress me enough and perhaps I'll join and assist your motley crew.
Until then, I'll keep choo-chooing the usual routes. Good too see others out there willing to transport the hard-working people of Sirius. Take care.